improve placement of leveled nodes.
they now stack when placed on top of each other, even if there's a node in the position above the targetted stack.
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1 changed files with 44 additions and 4 deletions
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@ -4,6 +4,12 @@ local function is_same_kind (pos, kindname)
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return kindname and node_kindname and kindname == node_kindname
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end
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local function transfer_levels (source, target, max)
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local max_diff = max - target
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local diff = math.min(max_diff, source)
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return source - diff, target + diff
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end
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local function stack_attempt (pos, source_level)
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local node = minetest.get_node(pos)
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local def = minetest.registered_nodes[node.name]
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@ -12,11 +18,10 @@ local function stack_attempt (pos, source_level)
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local level_max = def.level_max
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local kindname = def.kindname
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local max_diff = level_max - def.level
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local diff = math.min(max_diff, source_level)
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local source_level, target_level = transfer_levels(source_level, def.level, level_max)
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minetest.swap_node(pos, {name = kindname .. "_" .. (def.level + diff)})
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return source_level - diff
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minetest.swap_node(pos, {name = kindname .. "_" .. (target_level)})
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return source_level
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end
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function blockgame.check_for_stacking (pos)
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@ -43,6 +48,40 @@ end
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local function on_place (itemstack, placer, pointed)
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local function fallback_to_default ()
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return minetest.item_place(itemstack, placer, pointed)
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end
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local placed_def = minetest.registered_items[itemstack:get_name()]
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if not placed_def.level_max then return fallback_to_default() end
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if not is_same_kind(pointed.under, placed_def.kindname) then return fallback_to_default() end
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local above = pointed.under + vector.new(0, 1, 0)
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local is_top = above == pointed.above
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if not is_top then return fallback_to_default() end
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local above_node = minetest.get_node(above)
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local target_node = minetest.get_node(pointed.under)
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local target_def = minetest.registered_items[target_node.name]
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if target_def.level_max == target_def.level then return fallback_to_default() end
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local source_level, target_level = transfer_levels(placed_def.level, target_def.level, placed_def.level_max)
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if source_level > 0 and above_node.name ~= "air" then return fallback_to_default() end
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local left_over = stack_attempt(pointed.under, placed_def.level)
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if above_node.name == "air" then
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minetest.set_node(pointed.above, {name = target_def.kindname .. "_" .. left_over})
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end
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itemstack:set_count(itemstack:get_count() - 1)
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return itemstack
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end
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local function register_layer (kindname, def, level, modname)
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local def = blockgame.naive_deep_copy(def)
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def.level = level
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@ -60,6 +99,7 @@ local function register_layer (kindname, def, level, modname)
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end
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def.on_construct = blockgame.check_for_stacking
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def.on_place = on_place
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def.after_place_node = blockgame.check_for_stacking
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def.after_land = blockgame.check_for_stacking
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